#include <iostream>
using namespace std;

#include "Zone.h"

// Prototypes:

int DieRolls(int SizeOfDie);
int LengthOfGame();
//int WorldGenerator(int *Map, int MapSize);
//int RandomStoryGenerator(int Length);
//void StoryPieces(int StoryPart, int StoryParts[]);
//bool WorldCheck(int WorldPiece);
//bool StoryCheck(int StoryPiece);
void MapArrayMaker(int *Map, int MapSize);


int LengthOfGame()
{
	// this will be where the player is asked what they want the length of the game to be.
	// note to self: make sure to not allow for a quest to take forever in the sense that it crosses the map for the player to return to the place, and then back... hate those quests...
	// later on in production, may add side quests for the player. ex. go grab herbs from nearby forest; fight wolves; ext.
	// may even add proffesions, but that would be for a much, much, MUCH later date. scratch that, I might not do that at all.
	int choice;
	int temp;
	
	
	for(;;)
	{
		system("cls");
		cout << "How long would you like your story to be?\nYou can have a long, twisting story, or a story that concludes shortly after you begin.\nIf you want, you can have a story that takes place in between.\n\n";
		cout << "1 - Long, Lengthy Story\t\t2 - Moderatly Lengthed\t\t3 - Short, Story\n\nYour Move: ";
		
		if(cin >> choice && (choice == 1 || choice == 2 || choice == 3))
		{
			cin.ignore(INT_MAX, '\n');
			cin.clear();
			break;
		}
		cin.ignore(INT_MAX, '\n');
		cin.clear();
	}

	if(choice == 1)
	{
		temp = rand() % 17;
		return temp + 94;
	}
	else if(choice == 2)
	{
		temp = rand() % 14;
		return temp + 67;
	}
	else if(choice == 3)
	{
		temp = rand() % 10;
		return temp + 51;
	}
	else
	{
		return 0;
	}
}

// int WorldGenerator(int *Map, int MapSize)
// {
// 	// need to use this for the random story, and random map layout. later on will need to work in a random location generator.
// 	// have to make sure that the locations are connected properly. will have to make a check for that.
// 
// 	// need to use the length of the game to modify the size of the world. When I can do that, I will have to call upon the story generator...
// 	// have to set up a set of generic world peices, set values for them, and so forth. sounds like a need for a class...
// 	// may need a class for the story parts as well...
// 
// 	// note to self: the class can have 4 bool variables. one for each direction, north, south, east and west. do a check to see if bool north = 1, and bool south of the northern peice = 1.
// 	// retrurn 1 if it works.
// 
// 	int StartLocation = rand() % 121;
// 
// 
// 	
// 
// 
// 	return 1;
// }

/*
int RandomStoryGenerator(int Length)
{
	// only needs to be called when there is a new game. otherwise a useless function.
	// will have to ask the player for how long they want the story to progress.
	// will tie the WorldGenerator to this function so that I can make the story and the world at the same time.




	return 1;
}

void StoryPieces(int StoryPart, int StoryParts[])
{
	// mostly to create the story for the world for each piece of the world. will have to create the world and story around each other.
	// ex. player enters an enemies castle. the story may reveal that the main target is present at the time the player enters. 
	//	will have to make a check later on to confirm the location of the target if he is busy with something.
	//	ex. dragon left cave to terrorize nearby village. may need to incorporate a die roll for later use...


}

bool WorldCheck(int WorldPiece)
{
	// this will be used to check to make sure that the world pieces are connected properly. If so, return 1, if not, return 0.

	return 1;	
}

bool StoryCheck(int StoryPiece)
{
	// this will be used to make sure that the story isnt contradicting itself in one way or another... may need to switch from bool to int, but I think bool will work fine... for now.

	return 1;
}
*/
